;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
2       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
7       ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
0       ; Settlers eat (govt >= Communism)
20      ; City size for first unhappiness at Chieftain level
1       ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
16      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
20      ; Communism pays support for all units past this
30      ; Fundamentalism pays support for all units past this
4       ; Communism is equivalent of this palace distance.
0       ; Fundamentalism loses this % of science
100     ; Percent shield penalty for production type change
6       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Turbojet,                   4,-2,  Alp,  X3, 3, 0    ; AFl
Wonder Weapons,             5, 1,  Env, nil, 3, 0    ; Alp  *
Jet Engine Design,          3,-2,  Rec, AFl, 3, 4    ; Amp
Improved Artillery Tech,    4, 1,  Mys, Mat, 1, 3    ; Ast   
Race for the Bomb,          4,-1,  Alp, Whe, 3, 3    ; Ato
Skyscrapers,                6,-1,  nil, no,  2, 2    ; Aut
Commercial Bank,            4, 1,  nil, nil, 0, 1    ; Ban 
Portable Military Bridge,   4, 0,  Iro, Cur, 1, 4    ; Bri
Improved Fighter Design,    6,-1,  Feu, Rec, 3, 4    ; Bro 
Fighter Development,        5, 0,  Lit, nil, 3, 4    ; Cer
Not Allies,                 5,-1,  no,  no,  1, 1    ; Che   
Heavy Tank Development,     6,-2,  Map, nil, 0, 0    ; Chi   
Military Police,            4, 1,  Cmb, nil, 0, 4    ; CoL  
Early War Experience Analysis,5,-1,Csc, nil, 0, 0    ; CA  
Adv. Armour Sloping,        5,-1,  CA,  nil, 1, 0    ; Cmb
Communism,                  5, 0,  nil, no,  0, 2    ; Cmn   
Not Axis/Japan,             4, 1,  no,  no,  2, 1    ; Cmp
Riveted Armour,             7,-1,  Lit, nil, 1, 0    ; Csc 
No [Construction],          4, 0,  no,  no,  1, 0    ; Cst 
Improved Interceptors,      4, 0,  Feu, Rec, 3, 4    ; Cor   
Light Tank,                 4, 0,  Iro, Csc, 1, 0    ; Cur
Federal Republic,           5, 1,  nil, no,  2, 2    ; Dem 
Investment Bank,            4, 1,  Ban, nil, 0, 1    ; Eco
Welded Armour,              4, 0,  Cur, Mag, 1, 0    ; E1  
Modern Architecture,        4, 1,  nil, no,  2, 2    ; E2
Tiger,                      4, 1,  Hor, X1,  1, 0    ; Eng   
Standard Parts,             3, 1,  U2,  Pla, 0, 4    ; Env
Panther,         	    8,-1,  Map,  X1, 1, 0    ; Esp
Self-Propelled Artillery,   5, 0,  Gun, nil, 1, 3    ; Exp
Basic Fighter,              4,-1,  Fli, nil, 3, 4    ; Feu *
Air-Land Battle Doctrine,   4,-1,  Rad, nil, 3, 4    ; Fli
Fascism,                    3,-2,  nil, no,  0, 3    ; Fun
Henschel,                   3, 0,  SE,  X1,  1, 0    ; FP
Improved Engine,            3, 2,  Plu, nil, 1, 0    ; Gen 
Homeland Defense,           4, 1,  Lit, nil, 0, 0    ; Gue
Explosives,         	    8,-2,  Iro, nil, 1, 3    ; Gun
88mm Mounted Gun,   	    4,-1,  Chi, Esp, 1, 0    ; Hor
NO [Industrialization],     6,0,   no,  no,  0, 4    ; Ind
Synthetic Oil,              6, 0,  Lit, nil, 0, 4    ; Inv
Motorized Warfare Doctrine, 5,-1,  nil, nil, 1, 0    ; Iro 
Nylon,            	    4,-1,  Inv, nil, 0, 4    ; Lab
Isotope Seperation Process, 4, 0,  NP,  MP,  3, 3    ; Las
Not Commonwealth/US,        5,-1,  no,  no,  3, 1    ; Ldr
Early Barbarossa Analysis,  5,2,   nil, nil, 0, 0    ; Lit
Divebombers,          	    4,-2,  The, nil, 3, 4    ; Too 
Mechanized Infantry,        4,-1,  Phy, Iro, 1, 0    ; Mag 
Improved Gear,       	    6,-1,  Gen, nil, 3, 4    ; Map
Electric Turrets,   	    4, 1,  Pot, nil, 1, 0    ; Mas
Chain Reaction Process,     5, 0,  Ato,  NP, 3, 3    ; MP
Paratrooper Warfare,        4,-1,  Cmb, Mas, 0, 0    ; Mat
Powerful Diesel Engines,    4, 0,  Env,  X1, 3, 4    ; Med
Heavy Bomber Airframe,      6,-2,  War, The, 3, 4    ; Met
Blitz Bombing Doctrine,     4, 1,  Sth, nil, 1, 0    ; Min
[Mobile Warfare],     	    8,-1,  no,  no,  1, 0    ; Mob
Imperialism,        	    5, 1,  nil, U1,  3, 2    ; Mon
Guided Missiles,            6,-1,  AFl,  X1, 3, 0    ; MT
Divisional Signal Command System,4,0,nil,nil,0, 0    ; Mys
Improved Ship Design,       6,-1,  Sea, Ast, 2, 0    ; Nav
Atomic Bomb Program,  	    6,-2,  NP,  Las, 3, 3    ; NF
Laboratory Produced Fission,3, 0,  Whe, Phi, 3, 3    ; NP
Nuclear Research,           6, 1,  Whe, nil, 3, 3    ; Phi
Elite Infantry, 	    4,-1,  Lit, Ref, 0, 0    ; Phy
Plastics,           	    4, 1,  Ref, Lab, 0, 4    ; Pla
Medium Tanks,   	    4, 0,  Cmb, E1,  1, 0    ; Plu
Tank Destroyers,            4, 0,  U2,  nil, 1, 0    ; PT     
Tank Radio,         	    4, 1,  Csc, Cmb, 1, 0    ; Pot
Air Support Doctrine,       5,-1,  Cer, nil, 3, 4    ; Rad
No [Railroad],              6, 0,  no,  no,  0, 4    ; RR
Air To Air Doctrine,  	    2, 1,  San, Wri, 3, 4    ; Rec
Improved Welding Techniques,4, 0,  nil, nil, 2, 3    ; Ref
Modern Farming,     	    3, 1,  E1,  San, 2, 3    ; Rfg
Parliamentary Democracy,    5, 1,  nil,  no, 1, 2    ; Rep
Simple Design,      	    5,-2,  Plu, Stl, 1, 0    ; Rob
Rocket Launchers,           6,-2,  Ast, Stl, 1, 3    ; Roc
Wind Tunnel,        	    4, 2,  Mat, nil, 3, 4    ; San
Naval Aviation Doctrine,    4, 1,  Pot, nil, 3, 4    ; Sea 
T-34/76,       	            4, 1,  Rob, Stl, 1, 0    ; SFl
Heavy Bomber Development,   2,-1,  Gen, Wri, 1, 0    ; Sth *
Improved Tiger,      	    4,-1,  Eng,  X1, 1, 0    ; SE  
Soviet Union,       	    4,-1,  nil,  U1, 0, 2    ; Stl
T-34/85,         	    4, 1,  SFl, Chi, 1, 0    ; Sup
Automatic Rifle,            6,-1,  nil, nil, 0, 0    ; Tac
Bomber Development,	    3, 2,  Mys, Feu, 3, 4    ; The
Improved Escort Fighters,   4, 0,  Rec, Feu, 3, 4    ; ToG
Supplying,            	    4, 2,  no,  no,  2, 3    ; Tra
Knigstiger,    	    5, 1,  FP,  X1,  1, 0    ; Uni
Strategic Bombing,          4,-1,  Min, nil, 3, 4    ; War
Radioactivity,              4,-1,  Alp, nil, 3, 3    ; Whe
Carpet Bombing Doctrine,    4, 2,  The, nil, 3, 4    ; Wri
Modern Technology,   	    1, 0,  NF,  nil, 0, 4    ; FT
Illegal Tech,       	    3, 0,  no,  no,  0, 0    ; U1 
Heavy Tank Prototype Tests, 3, 0,  Chi, nil, 1, 0    ; U2
Katyusha,         	    1, 0,  Roc, Stl, 1, 3    ; U3
Third Reich,    	    6,-2,  nil, U1,  0, 3    ; X1 
Not Soviet,         	    6,-2,  no,  no,  0, 2    ; X2 
Rocket Research,       	    6,-2,  Pla, nil, 3, 0    ; X3
Not Germany,        	    6,-2,  no,  no,  0, 3    ; X4 
Not USA,            	    6,-2,  no,  no,  2, 2    ; X5 
Not British,        	    1, 0,  no,  no,  1, 2    ; X6 
Not Japanese,       	    1, 0,  no,  no,  3, 2    ; X7  
;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Headquarters,             11, 0,    nil,
Army Base,                13, 1,    Lit,
Supply Depot,             7,  1,    nil,
Cinema,                   5,  1,    nil,
War Rations,              9,  1,    nil,
Listening Post,           9,  1,    nil,
Secret Police,            9,  1,    CoL,
Land Fortifications,      14, 0,    Lit,
City Reparations,         9,  2,    Ref, 
Wartime Economy,          13, 3,    Ban,
Nationalization,          13, 3,    no,
Secret Science Centre,    17, 3,    nil,
no,                       17, 4,    no,
Entertainment Industry,   11, 4,    nil,
War Industry,             30, 4,    nil,
Ammunition Factory,       40, 6,    Pla,
no,                       21, 4,    no,
no,                       21, 2,    no,
Advanced Machine Tools,   25, 4,    Ref,
Oil Refinery,              7, 0,    nil,
no,                       17, 2,    no,  (Nuclear Plant)
Investment Bank,          17, 4,    Eco,
Improved Highways,        13, 2,    nil,
Industrial Farming,        9, 3,    Rfg,
Improved Infrastructure,  20, 5,    Pla,
no,                       17, 3,    no,
no,                       11, 2,    no,
Coastal Fortifications,    9, 1,    Nav,
Checmical Industry,       15, 4,    AFl, 
Fishing Industry,          7, 1,    nil,
Industrial Port,          30, 3,    Pla,
[Airport],                17, 3,    no,
Military Court,            7, 2,    CoL,
Naval Base,                9,  3,    Nav,
no,                        9,  0,    no,
no,                       17, 0,    no,
no,                       33, 0,    no,
[ War Bonds ],            60, 0,    Lit,
Ukrainian Farming,        20, 0,    nil, 
United Kingdom,           20, 0,    nil, 
Free Trade,               20, 0,    nil, 
Japanese Sea Power,       20, 0,    nil, 
Ploiesti Oil Fields,      30, 0,    nil,   
British Commonwealth,     30, 0,    nil,  
Great Wall Of China,      30, 0,    no,
Nazi Militarism,          30, 0,    nil, 
Skoda Industries,         30, 0,    nil, 
Enigma Decryption,        20, 0,    nil, *
Day of Infamy,            40, 0,    nil, 
Peenemnde Complex,       30, 0,    nil,
St. Nazazaire U-boot Harbours,40, 0,nil,
Soviet Party HQ,          30, 0,    nil,
no,                       40, 0,    no, 
Freedom of Speech,        40, 0,    nil,
Bletchley Park,           40, 0,    nil, 
Suez Canal,               40, 0,    nil,
Stalin's Russia,          40, 0,    nil,
Statue of Liberty,        40, 0,    nil, 
The Kremlin,              30, 0,    nil,
Rosie the Riveter,        60, 0,    CoL,
Caucasus Oil Fields,      60, 0,    nil,
Atomic Bomb Development,  60, 0,    NF, 
Burma Road,               60, 0,    nil,
no,                       60, 0,    no,
E.N.I.A.C. Computer,      60, 0,    AFl,
Imperial Palace,          60, 0,    nil,


;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Ukrainian Farming
nil,        ; United Kingdom
nil,        ; Free Trade
nil,        ; Japanese Sea Power
Lit,        ; Ploiesti Oil Fields
nil,        ; British Commonwealth
Lit,        ; Great Wall Of China
nil,        ; Nazi Militarism
nil,        ; Skoda Industries
nil,        ; Enigma Decryption
nil,        ; Day of Infamy
nil,        ; Peenemnde Complex
nil,        ; St. Nazazaire
nil,        ; Soviet Party HQ
no,         ; no
nil,        ; Freedom of Speech
nil,        ; Bletchley Park
nil,        ; Suez Canal
nil,        ; Stalin's Russia
Lit,        ; Statue of Liberty
Lit,        ; The Kremlin
nil,        ; Rosie the Riveter
nil,        ; Caucasus Oil Fields
nil,        ; Atomic Bomb Program
Lit,        ; Burma Road
no,         ; no
nil,        ; E.N.I.A.C. Computer
nil,        ; Imperial Palace


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
P-51 Mustang,             nil, 1, 10.,3, 10a,13d, 2h,2f,  8,0,  1, ToG, 000000000010000
Engineers,                nil, 0,  2.,0,  0a,1d,  1h,1f,  6,0,  5, Exp, 000000000000000
Ground Attack Aircraft,   Ldr, 1,  7.,2, 24a,4d,  2h,2f,  6,0,  0, Too, 000000000000000
KV-1,                     X2,  0,  2.,0, 23a,15d, 2h,2f,  7,0,  0, E1,  000000000000000
Cruiser,                  nil, 2, 10.,0, 21a,20d, 2h,2f, 20,0,  2, Lit, 000000000000001  *
Light Tank,               nil, 0,  3.,0, 20a,12d, 2h,2f,  7,0,  0, Cur, 000000000000000
M36 Jackson,              X5,  0,  2.,0, 34a,18d, 2h,2f,  9,0,  0, PT,  000000000000000
Medium Bomber,            Che, 1, 10.,3, 29a,4d,  2h,2f,  9,0,  0, The, 000000000000000
Improved Escort Fighter,  nil, 1,  9.,3,  9a,13d, 2h,2f,  8,0,  1, ToG, 000000000010000  -
Militia,                  nil, 0,  1.,0,  1a,6d,  2h,2f,  3,0,  1, Gue, 000001000001010
Allied Mech Infantry,     Che, 0,  2.,0, 20a,10d, 2h,2f,  7,0,  0, Mag, 000001001000000
Medium Bomber,            Cmp, 1,  9.,3, 28a,4d,  2h,2f,  9,0,  0, The, 000000000000000
Heavy Bomber,             Cmp, 1, 11.,3, 40a,6d,  2h,2f, 11,0,  0, Met, 000000000000000
Junkers-87 Stuka,         X4,  1,  7.,2, 28a,4d,  2h,2f,  7,0,  0, Too, 000000000000000
Motorised Infantry,       nil, 0,  3.,0, 16a,9d,  2h,2f,  6,0,  1, Iro, 000000001000010
Improved Interceptor,     Feu, 1,  7.,2, 11a,11d, 2h,2f,  7,0,  3, Cor, 000000000010001  -
T-34/76,                  X2,  0,  2.,0, 26a,17d, 2h,2f,  8,0,  0, SFl, 000000000000000
Red Guard,                X2,  0,  2.,0, 20a,12d, 2h,2f,  5,0,  1, Phy, 000000001000000
PzKpfW IV,                X4,  0,  2.,0, 25a,15d, 2h,2f,  8,0,  0, Plu, 000001000000010
N Inf. Division,          no,  0,  0.,0, 12a,8d,  2h,2f,  4,0,  1, no,  000000001000100
PzKpfW VI Tiger I,        X4,  0,  1.,0, 37a,20d, 2h,2f, 10,0,  0, Eng, 000000000000000
PzKpfW VII Knigstiger,   X4,  0,  1.,0, 42a,23d, 2h,2f, 12,0,  0, Uni, 000000000000000
PzKpfW V Panther,         X4,  0,  2.,0, 32a,18d, 2h,2f,  9,0,  0, Esp, 000000000000000
Improved Battleship,      nil, 2, 12.,0, 28a,27d, 3h,3f, 40,0,  2, Nav, 000000000000001  *
Heavy Bomber,             nil, 1, 12.,3, 41a,6d,  2h,2f, 11,0,  0, Met, 000000000000000
Improved Fighter,         nil, 1,  9.,1, 13a,9d,  2h,2f,  7,0,  3, Bro, 000000000010000  -
Interceptor,              nil, 1,  7.,2,  8a,8d,  2h,2f,  6,0,  3, The, 000000000010001
U-Boat XXI Type,          X4,  2, 15.,0, 23a,19d, 2h,2f, 15,0,  0, Med, 000000000001001  *
T-34/85,                  X2,  0,  2.,0, 35a,16d, 2h,2f,  9,0,  0, Sup, 000000000000000
Escort Fighter,           nil, 1,  9.,3,  6a,10d, 2h,2f,  6,0,  1, The, 000000000010000
PzKpfW III,               X4,  0,  3.,0, 22a,14d, 2h,2f,  7,0,  0, Plu, 000000000000010
JS-2,                     X2,  0,  1.,0, 40a,21d, 2h,2f, 11,0,  0, PT,  000000000000000
V-1 Fritz,                X4,  1, 15.,1, 35a,5d,  2h,2f,  6,0,  0, MT,  001000000000000
Battleship,               nil, 2,  8.,0, 26a,25d, 3h,3f, 30,0,  2, Lit, 000000000000001  *
Destroyer,                nil, 2, 11.,0, 17a,18d, 2h,2f, 12,0,  2, Lit, 100000000000001  *
Liberty Ship,             Ldr, 2, 12.,0,  0a,5d,  2h,2f, 11,8,  4, Nav, 000000000000000 (*)
Flak Battery,             nil, 0,  1.,0,  0a,11d, 2h,2f,  8,0,  1, The, 010010000000000
Il-2 Sturmovik,           X2,  1,  7.,2, 28a,8d,  2h,2f,  7,0,  0, Too, 000000000000000
M3 Grant/Lee,             Ldr, 0,  2.,0, 23a,13d, 2h,2f,  7,0,  0, Plu, 000000000000000
Jet Fighter,              X4,  1,  7.,2, 18a,14d, 2h,2f,  9,0,  3, Amp, 000000000010000
Aichi D3A1,               X7,  1,  7.,2, 28a,4d,  2h,2f,  7,0,  0, Too, 000000000000000
Submarine,                Med, 2,  7.,0, 20a,15d, 2h,2f, 10,0,  0, Lit, 000000000001001  *
Aircraft Carrier,         nil, 2,  8.,0,  0a,16d, 2h,2f, 25,0,  2, Lit, 000000010000001  *
Freighter,                nil, 2, 11.,0,  0a,2d,  2h,2f,  9,4,  4, nil, 000000000000000 (*)
A34 Comet MkI,            X6,  0,  2.,0, 32a,18d, 2h,2f,  9,0,  0, PT,  000000000000000
Atomic Bomb,              nil, 1,  9.,3, 99a,3d,  2h,2f, 50,0,  0, NF,  001000000000000
Fighter,                  nil, 1,  7.,2, 10a,6d,  2h,2f,  6,0,  3, Feu, 000000000010000
M4 Sherman,               Ldr, 0,  2.,0, 25a,16d, 2h,2f,  8,0,  0, Plu, 000000000000000
Heavy Tank,               nil, 0,  2.,0, 30a,17d, 2h,2f, 10,0,  0, U2,  000000000000000
War Supplies,             nil, 0,  2.,0,  0a,3d,  2h,2f, 14,0,  7, nil, 000000000000010
Garrison,                 nil, 0,  1.,0,  0a,12d, 2h,2f,  4,0,  1, Tac, 000010001000001
US Marines,               X5,  0,  1.,0, 20a,8d,  2h,2f,  5,0,  1, Phy, 000000001000100
Type 97 Chi-Ha,           X7,  0,  2.,0, 27a,21d, 2h,2f,  8,0,  0, Plu, 000000000000000
Semi Motorised Inf. Div., X7,  0,  2.,0, 14a,7d,  2h,2f,  4,0,  1, Iro, 000000001000100
Semi Motorised Inf. Div., X2,  0,  2.,0, 14a,7d,  2h,2f,  4,0,  1, Iro, 000000001000100
Airborne Division,        nil, 0,  1.,0, 14a,9d,  2h,2f,  6,0,  0, San, 000000101000010
Waffen SS,                X4,  0,  2.,0, 20a,12d, 2h,2f,  5,0,  1, Phy, 000000001000000
SdKfz 251,                X4,  0,  2.,0, 20a,10d, 2h,2f,  7,0,  0, Mag, 000001001000010
Semi Motorised Inf. Div., X6,  0,  2.,0, 14a,7d,  2h,2f,  4,0,  1, Iro, 000000001000100
Semi Motorised Inf. Div., X4,  0,  2.,0, 14a,7d,  2h,2f,  4,0,  1, Iro, 000000001000100
Semi Motorised Inf. Div., X5,  0,  2.,0, 14a,7d,  2h,2f,  4,0,  1, Iro, 000000001000100
Katyusha,                 X2,  0,  2.,0, 30a,3d,  2h,2f,  7,0,  0,  U3, 000000001000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,              2,3,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  no,   ; Drt
Plains,              1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  no,   ; Pln
Grassland,           1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  no,   ; Grs
Forest,              2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  no,   ; For
Hills,               2,3,  1,0,0,   yes, 1,10, 0,   yes, 5,10,  1,  no,   ; Hil
Mountains,           3,6,  0,1,0,   no,  3,10, 0,   yes, 2,10,  6,  no,   ; Mou
Tundra,     	     2,4,  2,0,0,   yes, 1, 5, 2,   For, 0,10,  0,  no,   ; Tun
Industrial Sector,   2,4,10,10,10,  no,  0, 0, 0,   yes, 5,10,  1,  no,   ; Gla
Swamp,               2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  no,   ; Swa
Jungle,              2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  no,   ; Jun
Ocean,               1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   ; Oce
Desert Village,      1,3,  3,1,0,
Chemical Facilities, 1,2,  1,3,6,
Grassland,           1,2,  2,1,0,
Paper Mill,          2,2,  1,2,4,
Factory Complexes,   2,3,  1,6,3,
Coal Working,        3,6,  0,6,4,
Coal,                1,4,  3,1,0,
Super Industries,    1,4, 15,15,15,
Turf,                2,3,  3,2,2,
Rubber,              2,4,  4,0,10,
Trade Route,         1,2,  2,0,8,
Oil,                 1,2,  2,4,20,
Factory Complexes,   1,2,  3,5,2,
Grassland,           1,2,  2,1,0,
Mill,                2,2,  1,4,2,
Industrialized Mine, 2,3,  1,6,3,
Ruhr/Ural Industry,  3,4,  0,30,60,
Minerals,            1,4,  0,2,3,
Super Industries,    1,4, 15,15,15,
Turf,                2,3,  3,2,2,
Rubber,              2,4,  4,0,10,
Fisheries,           1,2,  4,2,4,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Autocracy,      Neutral Leader,    Neutral Leader
Imperialism,    Prime Minister, Prime Minister
Communism,      Comrade,     Comrade
Fascism,        Fhrer,      Fhreress
Parlamentary Democracy, Prime Minister, Prime Minister
Federal Republic, President,   President


;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      1,  1, -1,     4, Fhrer, Fhrer, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 3, Americans,   American,   -1, -1,  1,     4, Leader, Leader, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 3, Indians,     Indian,     -1, -1,  1,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,    -1,  1, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Puppet Leader, Puppet Leader, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,    -1, -1,  1,     4, Emperor, Empress, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1,  1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1, -1,  1,     4, Puppet Leader, Puppet Leader
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Armaments,
Machinery,
Tank Parts,
Machine Tools,
Explosives,
Coal,
Steel,
Gold,
Aircraft Parts,
Ammunition,
Medical Supplies,
Workers,
Aluminum,
Iron Ore,
Petroleum,
Crude Oil,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Private (easiest)
Major
Colonel
General
Field Marshal
Commander in Chief

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













